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Hunter

They scout the wilderness


for possible pray as moving
through the terrain like a
warm knife cutting butter.
Setting their traps at the
heart of it eagerly waiting
for unknowing steps to fall
on it. Studying the creatures
they hunt to know their
weakness accumulating the
knowledge to sharpen their
weapons. If you find
yourself on the bad side of
them remember not to let
them see your weakness,
they will remember it and
they will hunt you down.

Class Features
As a ranger, you gain the following class features.

 Hit Dice: 1d10 per ranger level


 Hit Points at 1st Level: 10 + your Constitution modifier
 Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st.
Proficiencies
 Armor: Light Armor, Medium Armor, Shields
 Weapons: Simple Weapons, Martial Weapons
 Tools: None
 Saving Throws: Strength, Dexterity
 Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception,
Stealth, and Survival.
Proficiency Spells —Spell Slots per Spell Level—
Level Features
Bonus Known 1st 2nd 3rd 4th 5th

1st +2 Studying the Hunted, Hunter’s Step - - - - - -


2nd +2 Hunter’s Tools 2 2 - - - -
3rd +2 Hunter’s Oversight 3 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Ranger Conclave Feature, Extra Attack 4 4 2 - - -
6th +3 Teaching the Hunted 4 4 2 - - -
7th +3 Hephastus Armaments 5 4 3 - - -
8th +3 Ability Score Improvement, 5 4 3 - - -
9th +4 Hunters Club 6 4 3 2 - -
10th +4 - 6 4 3 2 - -
11th +4 Gaea’s Wrath 7 4 3 3 - -
12th +4 Ability Score Improvement 7 4 3 3 - -
13th +5 - 8 4 3 3 1 -
14th +5 Hunter’s Cloak 8 4 3 3 1 -
15th +5 The Great Hunt 9 4 3 3 2 -
16th +5 Ability Score Improvement 9 4 3 3 2 -
17th +6 - 10 4 3 3 3 1
18th +6 ?????? 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 ?????? 11 4 3 3 3 2
Studying The Hunted:
Starting from level 1 you gain a keen sense for observing the inhabitants of any given location. By
completing a successful İnvestigation Check (DC in acordance with the CR of the creature) you learn a
structual weakness in the body of the creature after you finish hunting it. Your DM can give you one of
the following benefits for the creature type or spicies to be used once per long rest until 5th level, twice
per long rest until 12th level and trice per long rest after.(for example, beasts that walk on 4 legs, flying
fiends, reptile beasts, monstrocities, monstocities with more eyes than 2? To be decided)
 Weak point: As a bonus action you target a weak spot that amplifies the damage of a successful
hit by 1d6. Extra damage goes higher with hunter levels?
 Take Aim: As a bonus action you take your time to really cocentrate and aim at your prey. You
have advantage on the attack roll however the attacks agaist you have advantage until your next
turn.
 Cheater’s Race: As a bonus action you may aim at the creature’s means of movement (wings
of a flying creature, legs or tail of landbound creatures(tail for snakey thingies), ect.). The AC of
such a place is lower by 2 than the creature’s AC however you have disadvantage on attack roll
since the aimed area is usually very small. A creature hit by this loses all of its movement for
the next turn, a fling creature drops by 10 feet.
 Lend the Edge: As a bonus action you may chose to point out certain type of behavior
prediction to another player that comes right after you in the turn of initiative. The player tries
to understand your point by an Intelligence-Charisma Check (DC decided by DM based on the
player’s ability to convey for example things like “hit him hard” would have high DC but “go
for the left leg” would be relatively lower) and upon success the player has advantage for the
next attack on the creature.
Teaching the Hunted:
Starting from 6th level you can spend 3 days to teach the weakneses you learn to other players. Both the
teacher and the student make 3 Intelligence Checks per day(DC determined by DM based on roleplay
or the CR of the creature). If there are 3 consecutive successes player also learns the weakness. If there
is no 3 consecutive successes at the end of the 3rd day they might mislearn which may impose penalties
or not depending on DM’s mood or generosity. As they teach successfully hunter learns another benefit
limited by maximum of 3 per type of creature.
Hunter’s Step:
I just changed the name of Natural Explorer. This is cooler u.u
Hunter’s Tools: (Fighting Style and Spellcasting pretty
straightforward no changes needed?)
Hunter’s Oversight:
Again changed the name of Primal Awareness and modded the second part a lil.
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and
to the land around you. You have an innate ability to communicate with beasts, and they recognize you
as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an
action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by
magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to
persuade it to not attack. You cannot use this ability against a creature that you have attacked within the
past 10 minutes.
Additionally, you can attune your senses to determine if any of the creatures you studied lurk nearby.
By spending 5 uninterrupted minute in concentration (as if you were concentrating on a spell), you can
sense whether any of the enemies are present within 300ft of you. This feature reveals their numbers,
and the creatures’ general direction. If there are multiple groups of studied enemies within range, you
learn this information for each group.

Hunters Club:
At 9th level you bond with your party members as they became the very bow and arrow of the hunt by
fighting alongside you. They gain avantage on their first attack rolls against enemy creatures that have
not acted yet. You can use this feat twice a day. It resets after every dawn.

Hunter’s Cloak:
At 14th level you are in tune with your surroundings and gain a cloak that makes you one with the
terrain you are on. You may choose to have it on you at all times or dispell it. Upon successful
inspection(DC stealth check?) you may be noticed otherwise your form becomes transparent(think like
the predetor but like more shadowy or misty kind of thing). While in effect spot checks against you
have disadvantage exept by magical means wheather you are moving or not. Cloak’s not
effective(noticable?) within 10 ft.?
ORION CONCLAVE
Hunters from the Orion Conclave specialise in long range attacks and trap hunting. They can sit in one
place for hours waiting for their pray to come to them while trapping their surrounding to avoid being
hunted by other predetors as they stay immobile and as a precaution in case their prey manages to come
near them. Making, setting, spotting and removing traps are a second nature to them.
Hawkeye:
Starting from 3rd level you become the master of your bow. Your range is doubled on your weapon and
spells(or your spells have your weapon’s range? Too op?). Given proper nesting you can snipe your
targets from incredible distances. Your enemies have -5(maybe go up to -10 at 10th level?) to their
passive perception and wisdom(perception) checks while you are at least 60 ft away from them.
TrapStar:
Starting from 3rd level you have expertise in ability checks involving making, laying, removing and
spotting traps. Magical traps cannot be removed, made or laid by you however your expertise would
still work on your spot checks on them. Once per day as an action you can throw a trap at an enemy
range 30ft to activate it. The target must make a Dexterity Save (DC spell dc I guess?) or take the
effects of the trap.
Hephastus Armaments:
At 6th level melee attacks from the hunters of Orion are considered magical attacks as their bows,
arrows and swords shine with the crimson flames of the forges of Hephastus. Critical hits also inflict
additional 1d6 force damage.
Gaea’s Wrath:
At 11th level hunters of Orion modify their arrows to inject poison at their target upon success. They
can craft up to 3 arrows per long rest but cannot make more until the supply is all used. The damage for
the poison is 6d6 half if the target successesfuly passes a constitution save (DC spell dc I guess?).
The Great Hunt:
At 15th level once per day hunters of Orion are protected by the goddess Artemis herself. She comes to
their side to join the hunt. All attacks for the duration of one minute have advantage and they are
counted as critical hits if the attack roll is 18 or higher. At the end of the hunt You gain 3 points of
exhoustion.

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